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local function makebuttontex(dir,upon,downon)
local tex = "[combine:64x64:0,0=celevator_cabinet_sides.png:32,0=celevator_cabinet_sides.png:0,32=celevator_cabinet_sides.png:32,32=celevator_cabinet_sides.png:22,24=celevator_callbutton_panel.png"
if dir == "up" then
tex = tex..":24,35=celevator_callbutton_up.png"
if upon then
tex = tex..":33,36=celevator_callbutton_light.png"
end
elseif dir == "down" then
tex = tex..":24,35=celevator_callbutton_down.png"
if downon then
tex = tex..":33,36=celevator_callbutton_light.png"
end
elseif dir == "both" then
tex = tex..":24,28=celevator_callbutton_up.png:24,43=celevator_callbutton_down.png"
if upon then
tex = tex..":33,29=celevator_callbutton_light.png"
end
if downon then
tex = tex..":33,44=celevator_callbutton_light.png"
end
end
return(tex)
end
local validstates = {
{"up",false,false,"Up"},
{"up",true,false,"Up"},
{"down",false,false,"Down"},
{"down",false,true,"Down"},
{"both",false,false,"Up and Down"},
{"both",true,false,"Up and Down"},
{"both",false,true,"Up and Down"},
{"both",true,true,"Up and Down"},
}
local function setlight(pos,dir,newstate)
local node = minetest.get_node(pos)
if minetest.get_item_group(node.name,"_celevator_callbutton") ~= 1 then return end
if dir == "up" then
if minetest.get_item_group(node.name,"_celevator_callbutton_has_up") ~= 1 then return end
local lit = minetest.get_item_group(node.name,"_celevator_callbutton_up_lit") == 1
if lit == newstate then return end
local newname = "celevator:callbutton_"
if minetest.get_item_group(node.name,"_celevator_callbutton_has_down") == 1 then
newname = newname.."both"
else
newname = newname.."up"
end
if newstate then newname = newname.."_upon" end
if minetest.get_item_group(node.name,"_celevator_callbutton_down_lit") == 1 then
newname = newname.."_downon"
end
node.name = newname
minetest.swap_node(pos,node)
elseif dir == "down" then
if minetest.get_item_group(node.name,"_celevator_callbutton_has_down") ~= 1 then return end
local lit = minetest.get_item_group(node.name,"_celevator_callbutton_down_lit") == 1
if lit == newstate then return end
local newname = "celevator:callbutton_"
if minetest.get_item_group(node.name,"_celevator_callbutton_has_up") == 1 then
newname = newname.."both"
else
newname = newname.."down"
end
if minetest.get_item_group(node.name,"_celevator_callbutton_up_lit") == 1 then
newname = newname.."_upon"
end
if newstate then newname = newname.."_downon" end
node.name = newname
minetest.swap_node(pos,node)
end
end
local function disambiguatedir(pos,player)
if player and not player.is_fake_player then
local eyepos = vector.add(player:get_pos(),vector.add(player:get_eye_offset(),vector.new(0,1.5,0)))
local lookdir = player:get_look_dir()
local distance = vector.distance(eyepos,pos)
local endpos = vector.add(eyepos,vector.multiply(lookdir,distance+1))
local ray = minetest.raycast(eyepos,endpos,true,false)
local pointed,button,hitpos
repeat
pointed = ray:next()
if pointed and pointed.type == "node" then
local node = minetest.get_node(pointed.under)
if node.name and (minetest.get_item_group(node.name,"_celevator_callbutton") == 1) then
button = pointed.under
hitpos = vector.subtract(pointed.intersection_point,button)
end
end
until button or not pointed
if not hitpos then return end
hitpos.y = -1*hitpos.y
hitpos.y = math.floor((hitpos.y+0.5)*64+0.5)+1
return hitpos.y >= 40 and "down" or "up"
end
end
for _,state in ipairs(validstates) do
local boringside = "[combine:64x64:0,0=celevator_cabinet_sides.png:32,0=celevator_cabinet_sides.png:0,32=celevator_cabinet_sides.png:32,32=celevator_cabinet_sides.png"
local nname = "celevator:callbutton_"..state[1]
local dropname = nname
if state[2] then nname = nname.."_upon" end
if state[3] then nname = nname.."_downon" end
local idle = not (state[2] or state[3])
local description = string.format("%s Call Button%s",state[4],(idle and "" or " (on state, you hacker you!)"))
minetest.register_node(nname,{
description = description,
groups = {
dig_immediate = 2,
not_in_creative_inventory = (idle and 0 or 1),
_celevator_callbutton = 1,
_celevator_callbutton_has_up = (state[1] == "down" and 0 or 1),
_celevator_callbutton_has_down = (state[1] == "up" and 0 or 1),
_celevator_callbutton_up_lit = (state[2] and 1 or 0),
_celevator_callbutton_down_lit = (state[3] and 1 or 0),
},
drop = dropname,
tiles = {
boringside,
boringside,
boringside,
boringside,
boringside,
makebuttontex(state[1],state[2],state[3])
},
paramtype = "light",
paramtype2 = "facedir",
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5 },
{-0.16, -0.37,-0.59, 0.17, 0.13,-0.5 },
},
},
on_rightclick = function(pos,_,clicker)
if state[1] == "up" then
setlight(pos,"up",not state[2])
elseif state[1] == "down" then
setlight(pos,"down",not state[3])
elseif state[1] == "both" then
local dir = disambiguatedir(pos,clicker)
if dir == "up" then
setlight(pos,"up",not state[2])
elseif dir == "down" then
setlight(pos,"down",not state[3])
end
end
end,
})
end
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